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Formerly a PC-exclusive gamer, Kae was introduced to the tabletop world by gateway of the World of Warcraft TCG. Since then, her interests have broadened with her favorite games including Battlestar Galactica, Pathfinder, Lord of the Rings LCG, WarmaHordes, and more. Kae is willing to try just about any game and loves learning new strategy.

Written Review – Go Goblin, Go!

Screen shot 2013-01-30 at 12.00.26 PM

After months of directing goblins to work the mines, things tend to get boring. One taskmaster turns to another and proposes a bet as to which underling they can force into the lava pit first. Secrecy and gambling steps up its own limits in this game of wagering with the lives of the disposable underlings. Go Goblin, Go! is played with 2-6 players, and was produced by Twilight Creations in 2012. This light, strategic racing game

Out of the Box

When you pull the lid off of the box, you will find an assortment of pieces. A game board, 36 cards, 6 player pawns, 12 command tiles, 60 “rocks”, 6 color coded six-sided dice, 1 six-sided die, and a rulebook. The game board features a narrow path with a pit of fire at the end. On one side of the path is a set of 6 small squares numbered 0-5, and the other is 6 larger squares marked with color names. The cards indicate what each player will be betting that their goblin can/will do in the end. The command tiles look like domino pieces and are shuffled and placed in the larger squares on the game board to indicate what dice roll will move which goblins.

Playing the game

First thing that needs to be done is to set up the game board. All goblin pawns are set up at the “Start” marker at the beginning of the path. The colored dice are then randomly placed in the 6 small squares on the board. Each player is dealt 3 rock tokens. Have one player shuffle the command tiles, then select 2 to place in each of the larger squares marked by different color names. Lastly, separate the cards into piles based on the letters A-F indicated at the tops of the cards. Each player selects a pile, and then chooses 3 goblins that they will be placing their bets on. Keep these cards hidden, you don’t want the other players to know who you’re wagering for. The text on these cards are mostly resolved at the end of the game, but some allow you to reveal what goblins you are betting on in order to use their abilities. Once used, these cards remain revealed.

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Youngest player takes the dice and the first turn. For each turn, the player will check the results of the die roll against the numbers in the command squares. Generally, you will be able to choose between 2-4 different colored goblins to move. But its not that simple! Next, the player will look at the colored dice on the opposite side of the board. The numbers represent the goblins motivation levels, and the numbers represent how many “rocks” you must throw at the goblins to encourage them to move. If your goblin of choice is not in the “0” space, you can pay its rock cost to move them, and they will always move only one space. That dice color is then taken out of the line and placed back at the highest cost. If, however, you do not want to move a goblin, you can opt to take X rocks, where X was your dice roll result. First player’s turn ends, and the turn passes to the player on the left. Now, because the path is so narrow, one should know that each path space can hold no more than 2 goblins. So, if your goblin would move into a space where 2 goblins already are, your goblin would move to the next space forward.

The game ends when one goblin falls off the edge of the path and into the fire pit. Hoorah! At the end of the game, all points are added up and determined by the position of your chosen goblins, and any effects that their cards may have. Unless a goblin’s card specifies otherwise, the first goblin that falls into the fire pit gains no points. Each position is marked by a number on this cavernous path, and the numbers that your chosen goblins are on will be added up for the final point tally. The player with the highest score wins! In case of a tie, the number of rocks that each players have is added up to determine the winner.

Final Thoughts

This game sat on my shelf for a while before I found the time to break it open, but once I did, I wondered why I didn’t open it earlier. The game is easy and somewhat quick, and it is very easy to teach to first-time players. I believe that the game is well put together, and seriously, who wouldn’t enjoy throwing a couple goblins off the edge of a cliff? Whether you want to jump in the game room for a fast and simple game, or need something to do in between bigger games, this game would do well to be on your shelf. The game retails for $24.99, and while I believe the price could drop a bit, I would still pay it. So, collect your rocks, and place your bets – you have underlings to toss!

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If you're a fan, this is for you.

If you’re a fan, this is for you.

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One Comment on “Written Review – Go Goblin, Go!”

  1. Joe May 28, 2013 at 6:29 PM #

    My sister’s boyfriend invented the game you should all go out and get it!!!!(shameless plug)

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